[AP] The Shackled City Adventure Path by GM Rutseg (Inactive)

Game Master Balacertar

Chapter 12 - ASYLUM

Cauldron map
Redgorge map
Current map

Campaign Index / Campaign diary
Loot sheet
Old loot sheet (Maxim)

Redgorge crafting possibilities
Skie's catalog (20% discounted)

Group Stealth (passive): -5 (Kikinnin)
Group Stealth (active): 5 (Kikinnin)
Group Perception: 27 (Marigold)
Group Sense motives: 30 (Marigold)
Group Spellcraft: 24 (Maxim)
Group Appraise: 23 (Maxim)


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Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

JJ, lad of action, rushes out the door and back to his lodgings. Pushing through the celebratory crowds be dumps his finery on the bed.

I'll get round to putting it away later..

And quickly dons armour and weapons. Within a few minutes he is heading back to the church, armed and armoured and itching to see how his newly round skills with horses will be when put to the test.


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

All thoughts of the their prior conflict with the Stormblades pushed aside, Marigold rushes back to her lodgings. Jumping over puddles and ducking past others on the street, she makes her way to and from her small living space with surprising speed. If she hadn't been in quite as much of a hurry she might've even picked up on the irony of it all - two months ago she never would have done such a thing. Now, she reacts almost instinctively to the call to action.

By the time she returns to the church with her gear, she's gasping for breath. "H-here! R-ready!" she wheezes.


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Maxim also returns to his lodgings, readies himself and his gear then returns within the half hour.

As the group reconvene the gun-mage nods at his comrades.

"What we know about these ape-folk we're goin' to knock heads with? Don't want to find we're wantin' fer somethin' critical like in the fight..."


Male Human Sorcerer (inactive)

Juraan also makes haste to gather his things.
Including his lovely new bow.
He kept his gear locked up and ready go.

knowledge (arcana): 1d20 + 5 ⇒ (1) + 5 = 6 Duhhhhhh
"I can't shed any light on Ape Folk, I'm afraid."
"They're aggressive and formidable from the sounds of things."

"Good thing I've been practising horse riding with the town guard recently."
"This ride ought not be as big a pain in the arse as last time."
"Anyway, I'm kitted up and ready to go."


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Iron Gods: Iron maps;

"I have no idea what Sarcem meant by that Maxim." Jenya looks nervous while the companions start to leave in a haste "I've heard rumors of bandits operating in the area, but an assault on the Lucky Monkey makes no sense. The owners aren't particularly wealthy, and bandits have never attacked any established structures in the region for as long as I can remember. I have no idea what might be going on" says the priestess of Abadar in frustration.

Before Maxim leaves she stops him "Wait! I will give you the little I have that might help you" she turns and opens a cache behind his desk with a bag and hands it to Maxim "There are six cure moderate wounds potions in here. Give one to each of your companions"

She then gives her farewell "Bring him back, please!"

--------------------

After less than thirty minutes you are gathered in Cauldron's western gate. An Abadar acolyte greets you and shows you the horses are ready. With little preparation you ride through the gates where two guards and Sargent Dandarrion gives you farewell.

The dust flies up as you descend the caldera slope, the walls of Cauldron becoming small as minutes pass. Minutes later you reach the road crossing to Redgorge and Sasserine and take the northern route while the palm trees and banana fields open wide before your eyes bathed by the last rays of Sun.

A couple of hours later, the fields and mine roads become more and more sparse and the road becomes closer and closer to the jungle while the night darkness engulfs everything else around you.

Feel free to end any quick errand or question to Jenya, or RP your trip to the Lucky Monkey. Arrival to the tavern later today.


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

What Knowledge skill would be most applicable for a touch of monstrous conjecture on the monkeyfolk GM-R?


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

"Owowowowow!" Marigold yelps as their horses (or in her case, pony) make quick time down the caldera slope and onward towards the Lucky Monkey. "G-g-got...t-t-to...p-p-practice...r-r-riding!" she gasps, the bouncing of the pony making her stutter even worse than usual.

"Wh-wh-what are th-th-these a-a-ape p-p-people a-a-anyway?"


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

"Trouble..." by the sounds of it says JJ
"I hope the good folk of the inn are okay. I'd feel bad if they came to harm.. The owners daughter was very nice..."


Male Human Sorcerer (inactive)

ride: 1d20 + 6 ⇒ (8) + 6 = 14
"It is time well spent, this horse riding business, Marigold."
"Not AS bad once you know some of the tricks."
"Walking and standing is still more comfortable, though."


Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

Kikinnin listens to the facts as presented by Jenya. He shuts his eyes to see her words better, behind closed lids, picturing the situation.

"He said 'mortally wounded', Jenya. He knows he's done for. A priest of our God, and there's nothing in his words that gives me heart. You might want to ready yourself, if we bring his body back. Is there means within the church of bringing him back to life? You should expect the worst, here."

Maxim wrote:
"What we know about these ape-folk we're goin' to knock heads with? Don't want to find we're wantin' fer somethin' critical like in the fight..."

The black-beard debates. "Well, knowing our luck, if we've have dwarf-ogres, bugbear-vamp, then an ape-man can't be too different from a rat-man, right? Just an ape, instead of a rat. Or just an ape who looks to be acting like a man. I'll be sure to bring Abadar's Strength to my blade fighting it, in case it heals back like the rat faces."

...

On the road, Kikinnin is unusually quiet. He's drinking on his waterskin, hoping to ease the throb between his eyes from the drinking. He briefly remembers Artus saying something about winning something, though he's unsure what that entails. Bragging rights, at least. He's not heard the word 'Aslaxin' before, but he might not have been paying attention prior to entering the tourney.

Like last time, they will have to decide to push their horses. With Jenya's impassioned plea, it's likely their horses will feel every bit as fatigued as they will upon arrival.

"So, we're pushing all night, eh?"


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

"Better to bring the silvered weapons we have. Speaking of bringing stuff along, we have a bit of rope we can tie you on with Sir Paladin. Your eyes speak volumes about the pounding going on behind them."

Later as the night begins to set in." Try to rest as best you can, is it truly worth pushing all night into a fight the highest of our order was mortally wounded in. We might well join him if we are not at our best."

Anyone watching Ryan will understand while he advises caution, he will continue as long as they wish.

GM, how many fort saves required for this ride


Iron Gods: Iron maps;

Jenya:

Jenya gets somber at Kikinnins words. She does not reply, but her face is stern.

Maxim:
Compiling a list of possible creatures matching the description could be a long process. But you can guess knowledge nature would render the most ape-type creatures.
I think it is better you make a guess as a player in this case

---------------------

Focused in the task at hand, the night pass fast, in a confusing succession of road, horse and jungle images. Some minutes before dawn, the familiar structure of the Lucky Monkey appears to the east of the road, partially surrounded by the dense jungle.

The building is old and well used-the chimneys stained with soot, the roof sagging, the wood siding weathered and stained from last year's mildew. The stable, smaller than the main building, stands to the building's side in a similar condition. The building's façade sports numerous carved wooden monkeys, many of whom are engaged in risky, death-defying stunts. In one, a wooden monkey balances on a narrow tree branch to get a banana hanging over a sleeping tiger; in another, a monkey sits on a boulder completely unaware that a poacher sneaking up behind him was suddenly attacked and eaten by an ankheg.

Once you get closer to the building, you immediately recognize that something dreadful has happened at the roadhouse. Here, a broken window yawns open. There, a spray of blood glistens against the wall. Crushed plants and churned up earth fill the space between the façade and the road. Then there's the harsh sound of construction... or more likely, destruction, coming from the building's interior.

To simplify, let's roll a DC 15 Fort save. If you fail, you are fatigued after the ride. If you succeed in a Ride DC 15 check you can add a +2 to the Fort save.

3D representation of the outside
Lucky Monkey main floor
Lucky Monkey first floor
How do you approach the building? You do remember from previously there are 3 entrances in the main floor.


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

JJ puts his recent practice rid: 1d20 + 3 ⇒ (4) + 3 = 7 in riding to good use. But it is dark, and he has only done the road a couple of times, so it doesn't do that much good.

Still, he does what he can to resist the effects of fatigue.

Fort, endurance: 1d20 + 6 + 4 ⇒ (6) + 6 + 4 = 16

Luckily his recent times practicing has hardened his body and mind to the rigors of travel, and he arrives at the inn is good spirits.

He peers at the inn before getting too close.
perception: 1d20 + 8 ⇒ (13) + 8 = 21 extra +2 if humans are able to be seen


Iron Gods: Iron maps;

JJ perceives the shouts of men and women coming from the main floor. The shouts are those of celebration and drink fellowship.


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

"Sounds like party time. If we approach slightly quietly we may come upon them by surprise. Let us hope they are just celebrating finding the ale supplies and not anything more sinister."

JJ ties up his horse and then starts to carefully approach the inn.

Takes ten on stealth for 16


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Ride (DC 15; -3 ACP): 1d20 - 3 ⇒ (10) - 3 = 7
Fort (DC 15): 1d20 + 5 ⇒ (7) + 5 = 12

By the time they reach the Lucky Monkey Marigold can feel that every step of their hasty ride took a toll on her body - the lack of sleep didn't help either.

With a soft groan she almost oozes out of her saddle, thankful to have her feet on solid ground again.

"Sh-should we t-try a b-back way in? Or m-maybe a window?" she whispers as JJ creeps up to have a listen. She looks around at the bloody smears and other signs of battle worriedly.

"Wh-whatever h-happened, it was v-vicious...we'd b-best b-be careful..."


Male Human Sorcerer (inactive)

ride: 1d20 + 6 ⇒ (15) + 6 = 21 (so far so good)
Fortitude: 1d20 + 7 ⇒ (5) + 7 = 12 (rats!)

Juraan gets off his horse, cursing the timing of his fatigue.
As soon as he's tied up his own horse, he uses his wand of Mage Armour on himself.
(17/22 charges left on that wand)
He makes sure his pot, waterskin and rations are in the horse's saddlebags, so he's not slowed down in his fatigued state.
That should leave me lightly encumbered.

"Now is as good a time as any to use this scroll." he whispers.
He brings out the Scroll of Invisibility (CL 3 = 3 minutes) and casts it on himself.

"Which entrance should we use?" he says quietly.


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

As the group elect to press on Maxim grimaces;

Hell's Teeth. Hope we can fight an' yawn simultaneous like!

The gun-mage digs his heels in urging his steed onward;

Ride: 1d20 + 3 ⇒ (16) + 3 = 19

As the group dismount, Maxim stretches and attempts to crack out the weariness in his bones;

DC15 Fort Save: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8

He spits and curses under his breath as he loads his pistol with shot and powder, noting first the tired shake in his hands, then the bleary look upon most of his companions;

"Gods damned! Feel like I was dragged behind the horse, not sittin' on it... Knew pushin' on was a bad notion..."

The dwur nods to Juraan as the sorcerer enhances his own protection;

"Much abridged if I could have some o' that enchanted armourin' too friend."


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

ride(DC15): 1d20 - 3 ⇒ (12) - 3 = 9
Fort(DC15): 1d20 + 7 ⇒ (20) + 7 = 27

After a while, Ryan is beginning to wonder if perhaps he should be the one tied on, but eventually the Inn comes into sight and a grateful sigh escapes as his feet once more touch down to the ground.

"If you wish to scout ahead Juraan, either a peek in the front or a more thorough creep through the door on the right side nearest the barn. Please remember, you're invisible, not incorporeal. Give them a wide berth. and if anything seems to know you're there get out." Casting guidance on the sorcerer before he becomes invisible.

guidance:
+1 competence bonus on a single attack roll, saving throw, or skill check

"Until we know more of who we are up against, I'd advise against just walking in the front door. Too wide open and easy for them to surround us. Other suggestions."


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Maxim eyes the inn;

"If Surabar's right an' they're celebratin' the slaughter, then we should go in at 'em hard..."

The gun-mage nods toward the wide space around them;

"Out here we ain't bein' drawn into a room-by-room scrap. Draw em out an' we can bring more to bear?"

The dwur grimaces as he mulls the potential of a pitched battle;

"Depends how many we're dealin' with I guess..."


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

"Juran peeking through the window can probably help with guessing numbers. But if there were enough to overcome the innkeeper, his family, the other guests and a high priest.... Let us hope they took a lot of casulties when doing so. "

He pauses..

"But why would someone do this? The inn has been here for ... years. Is it not suspicious that it is attacked just when someone with supplies vital to Cauldron's safety are there.."

Should have thought about this when back in Cauldron. How many people even knew of the trip...


Male Human Sorcerer (inactive)

"I'll be right back" Juraan says quietly to the others.

Juraan moves up carefully to look in the windows to see what he can inside.
stealth: 1d20 + 21 ⇒ (16) + 21 = 37 (invisibility and fatigue)

perception: 1d20 + 7 ⇒ (20) + 7 = 27

Good timing on decent rolls! Huzzah!

@ GM Rusteg: put my icon by a random window on the map hoping to get a good view inside the place.


Iron Gods: Iron maps;

You observe the steps in the sand while Juraan approaches the building.

Peering through the window you can see ruined tavern tables, bloodstains, torn-up floorboards, and general wreckage dominate this oncecozy tavern room. No less than eight men and women, dressed like bandits are in the room drinking beer, shouting and laughing.

At the raised platform arranged like a stage; two large chairs sit against the walls before an extraordinarily large fireplace. Ashes have been scattered across the floor, and the fireplace itself is in ruins-large holes are smashed in the sides and back of it and crumbled bricks lie stacked haphazardly to the side. A semiconscious bandit lies in one of the chairs.

Juraan is able to come back and deliver the information without being noticed, thanks to his invisibility.


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

"Marigold, could you cast your spell through a window and get most of them? Then the rest of us charge in... That way we may be able to take most of them alive and find out what has happened."

And I won't be telling Terrem that I killed more people. Good example. Gota set a good example.


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Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

Fortitude Save v DC 15: 1d20 + 10 ⇒ (8) + 10 = 18

Kikinnin drops from his saddle, assessing his mates' conditions. He spies Juraan, Maxim, and Marigold looking the worse for the wear and tear of the ride, so approaches each of them. "Can't be ready here, without rest. Can't rest, as we have those at risk. Take some of Abadar's Grace, and feel better."

Kikinnin lays a hand on each fatigued teammate, hoping to bring them back to full strength, since they're gonna need it now. Paladin's Mercy- Remove Fatigued Condition on Juraan and Maxim. Before he gets to Marigold, he hesitates. "I'm sorry, Marigold. I'd relieve you of your tired eyes, but I'm going to hold onto some of Abadar's Strength, just in case the ape proves too toothy." He still pats her shoulder, hoping for her understanding.

He's ready to tackle the front door, when given the signal.


Male Human Sorcerer (inactive)

"I also have a wand that does the same as Marigold's spell " (Colour Spray).

"That's much better Kinkkinin, thank you."
"This invisibility won't last too long."
"It will give me a chance to pull off at least one surprise on them."


Iron Gods: Iron maps;

Juraan notes there is no whole in the window and thus it should be broken before casting a spell through.

He also notes the spell will likely not reach the enemies from the window, pointing out the approximate position of them.
See map for current positions and 'look' of the men and women there.
There is no line-of-effect through the window.
Is the main door the one opening I understood.


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Holding up the repeating crossbow, Ryan says, "We'll need to make this quick for Juraan to be able to pull off his wand trick, I'll go in the front door and Juraan slip in right behind me. While they have their attention on me, you can fire off your spell. Kikinnin, JJ will you have my flanks as we go in?"

If everyone is willing....:

Ryan saying a prayer for guidance will step through the front door into the tavern room. "Seems there's a party going on here we were not invited to. Who's in-charge here." intimidate: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13 <sigh>


Male Human Sorcerer (inactive)

Sounds as good a plan as any.
Juraan will sneak in to the right when Ryan enters.
Moved my icon there already.
stealth: 1d20 + 22 ⇒ (6) + 22 = 28 (Invisibility)


Iron Gods: Iron maps;

When Ryan attempts to open the door, he discovers it has been locked. Quickly, Maxim and JJ attempt to force the lock but it is of specially good quality. It requires the best efforts of both of them to unlock the door.
Maxim DC 28 (take 20): 20 + 7 = 27
JJ DC 28 (take 20): 20 + 8 = 28
The laughs inside keep going fortunately covering the noise. When everybody is set and Ryan opens the door, he is surprised by a knoced down table who is supposed to be blocking the door. For some reason the men inside had not noticed the door opens outwards and the table results usefulness.
Someone need to invest a move action to make the table to one side before you can comfortably move in

Initiative:

JJ: 1d20 + 2 ⇒ (1) + 2 = 3
Kikinnin: 1d20 + 1 ⇒ (5) + 1 = 6
Marigold: 1d20 + 2 ⇒ (5) + 2 = 7
Maxim: 1d20 + 3 ⇒ (18) + 3 = 21
Juraan: 1d20 + 2 ⇒ (8) + 2 = 10
Ryan: 1d20 + 1 ⇒ (14) + 1 = 15
Foes 1: 1d20 + 1 ⇒ (9) + 1 = 10
Foes 2: 1d20 + 7 ⇒ (20) + 7 = 27

As soon as Ryan breaks into the room he gets all the attention. The men and women seem a bit surprised, their eyes full of happiness and shadowed by alcohol.

Ryan's menace seems to take it's toll in the first man who shivers in front of the group.


Blue: Shaken r2
Surprise round: drop 1 standard action please
Maxim - ?
Ryan - steps into the tavern and intimidates
Juraan - moves to casting position with his wand
Marigold - ?
Kikinnin - ?
JJ - ?
Round 1: Foes 2, Maxim, Ryan, Juraan, Foes 1, Marigold, Kikinnin, JJ
I assume round 1 Juraan's action is to use the wand, what about Maxim and Ryan?


Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

Surprise Round

Kikinnin grunts in irritation as the table presents itself as impediment to a proper entrance. He takes pains to get it out of the way. Move Action invested!


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

IF nobody else moves the table, then JJ will do that, otherwise he will rush the closest person in the room. I'm going to assume that due to his low initiative JJ benefits from someone else moving the table.

Also assuming the figure he is charging is human, he would target humans over others. He has been to the inn before so won't want to accidentally attack the inn folk and hopefully captives are obvious

Horrified at what these bandits have done to the friendly inn, JJ charges into the room, giving the closest bandit a nasty cut across their face with his lovely and very shiny new shortsword.

standard charge, FE: 1d20 + 10 + 2 + 2 ⇒ (17) + 10 + 2 + 2 = 31
damage, FE: 1d6 + 5 + 2 ⇒ (5) + 5 + 2 = 12

"How dare you!" he splutters.


Male Human Sorcerer (inactive)

Surprise Round
Juraan moves into position despite the drunken racket.
Or probably because of it.

GM Rusteg:
Juraan will stay invisible where he is for now.
He's hoping bandits will blunder in front of him to get at least three at one time with the wand of Color Spray.


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Surprise Round

Maxim grimaces as his advice on facing their foes outside is washed over and the group funnel into the room;

"Here goes nothin'... Just stay out of my gorram range o' fire y'all!"

The gun-mage moves into the room, pistol drawn as he seeks the best vantage to use his spells and pistol.

(Move Action)


Iron Gods: Iron maps;

With a kick, Kikinnin sends the blocking table to the side, giving freedom for the others to get into the inn.

JJ Acrobatics DC 10: 1d20 + 0 ⇒ (1) + 0 = 1
JJ attempts to charge jumping over the other furniture in the room, but finds this to be very difficult and just moves around to set himself in front of some of the bandits.
You can keep previous roll for this round

Still apparently unnoticed, Juraan sets himself to a good position in the room.

Maxim moves into position grunting and preparing his weapons.

The bandits in front of JJ start to curse "What the? Who are...?" when they see the boy moving to attack them.

They stumble back, while trying to defend themselves against the boy with the help of a beer jar. The man exclaims "Nathilie, that's your beer jar!" he then looks at the boy and shouts "Nathilie! Nath! Is this one not JJ?"

JJ:

You do recognize this two as Nathilie and Feristin, a couple of Alleybashers.

K. local or Lore (Cauldron) or K. nobility DC 10:

You do recognize the two JJ is fighting as Alleybashers. A band of thugs set in Cauldron, usually dedicated to burglary (like the two you found out in your previous visit to the Monkey).

If the roll reaches DC 15 open this one too...:

The other thugs seem to be hillfolk. Wildlings, members of barbaric tribes living in the jungles and hills surrounding Cauldron. They are disorganized but sometimes gather to sack and plunder.

Blue: Shaken r2
Orange: Total defense
Cyan: Total defense
Surprise round: Marigold
Round 1: Foes 2, Maxim, Ryan, Juraan, Foes 1 (delaying to pack initiative, but not flatfooted for the next ones), Marigold, Kikinnin, JJ
Climbing over the tables is Climb DC 5, jumping over them is DC 10.


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Marigold's Surprise Round

As the door to the inn is flung open, Marigold remembers a new bit of magic that had come her way some weeks ago and quickly calls down the favor of...well, hopefully someone benevolent like Abadar or Sarenrae on the group.

Marigold will cast Bless, hopefully getting everyone before we become too scattered.

Marigold's Round 1

Kn. Local: 1d20 + 4 ⇒ (9) + 4 = 13

As she gets a better look into the common room, Marigold's eyes widen at the sight of the men and woman. "તેઓ વેર માટે પાછા આવે છે!" she cries. Darting inside, she focuses her attention on the man yelling to his female companion and emits an eerie wail...

Cause Fear on Cyan; DC 14 Will save!

Abyssal:

"The Alleybashers! They've come back for revenge!"


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Round 1

Knowledge (Local): 1d20 + 9 ⇒ (6) + 9 = 15

As the bandits and thugs react to their surprise guests, Maxim recognises something about their collective countenances;

Hell's Teeth this lot are Alley-bashers an' Hillfolks...

He growls a warning to his comrades...

"We're facin' our ol' friends the Alley Bashers... Looks like they found themselves some Hillfolk friends!"

The gun-mage moves across the room (Move Action) levelling his pistol at nearest bandits, before discharging a spell through its barrel: (Standard Action)

"Brandende handen!"

Gnome:

Burning Hands

From his pistol spews forth a spiralling cone of flame catching two of the nearest bandits in its fury (Blue and Purple)

Burning Hands Damage: 3d4 ⇒ (4, 4, 3) = 11 DC13 Reflex Save for half


Iron Gods: Iron maps;

Cyan Will DC 14: 1d20 - 1 ⇒ (1) - 1 = 0
As Marigold finishes her spell the man Alleybasher opens his eyes wide and visibly starts to shake.

Blue Ref-shaken DC 13: 1d20 + 3 - 2 ⇒ (7) + 3 - 2 = 8
Purple Ref DC 13: 1d20 + 3 ⇒ (17) + 3 = 20
From Maxim's pistol a verge of flames emerges charcoaling chairs and tables. The woman jumps to a side using a chair to protect herself from part of the flames. The man though, fixed his attention still on Ryan's menace is taken by the fire.

Blue: Shaken r2
Purple: 5 damage
Orange: Total defense
Cyan: Total defense, frightened 1d4 ⇒ 1=>r2
Surprise round: Marigold
Party buffs: Bless
Round 1: Alleybashers, Maxim, Ryan, Juraan, Hillfolks (delaying to pack initiative, but not flatfooted for the next ones), Marigold, Kikinnin, JJ


Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

Round 1

Status:

AC = 22
HP = 44/44
Weapon Equipped = MW Dwarven Greataxe
Condition(s) = Bless

Kikinnin moves in the direction of the four folk to the right, as he enters the the Unlucky Monkey. Not being able to charge, he holds up, and readies a swing for any of them interested in going toe-to-toe. He almost bumps into something he suspects is there, but he can't see.

MW Dwarven Greataxe: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20 for 1d10 + 2 ⇒ (8) + 2 = 10 damage


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

kn:nobility: 1d20 + 5 ⇒ (2) + 5 = 7

Frustrated at the lead cleric of his church being attacked by all accounts by the ruffians in this room, Ryan's eyes are a bit clouded to who surrounds him.

"Where is Sarcem Delasharn? He contacted the church, stating he has attacked at this location. And where are the owners of the Inn?" Firing a shot into the bar beside the purple ruffian to put an exclamation point on his questions.

hvy Xbow - repeating: 1d20 + 3 ⇒ (9) + 3 = 12


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Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

JJ sighs. "You two have exactly six seconds to get out of here before you end up six foot under." he says to the two ally-bashers.

Readied action to full attack the first that takes aggressive action. Roll as above. JJ kind of hopes they run for a window and dive through it.


Iron Gods: Iron maps;

Ryan's shot breaks just more of the glasses in the bar shelves.

"Sarcem?" speaks the closest hillfolk, then starts laughing "That should be... *hick* the one of the wands? *hick*"

A different one answers Ryan "Da' owners? I... *hick* you... *hick* can find his spoils behind the counter. Exactly where you will find yours!" the man draws a heavy mace while advancing towards the cleric.

He finds though first Kikinnin, who almost chops in half the left arm of the man. He starts to shout in pain, and like if he suddenly was realizing about the dwarf for the first time, he changes his mind and attempts to hit him with the mace.
mwk heavy mace-sickened: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19
damage-sickened: 1d8 + 2 - 2 ⇒ (2) + 2 - 2 = 2
But the mace gets deflected y the dwarf's armor.

The other man next to him, suddenly realizing about the fight, moves towards the party drawing his own mace. He attempts to crush Kikinnin too.
mwk heavy mace-sickened: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22
damage-sickened: 1d8 + 2 - 2 ⇒ (2) + 2 - 2 = 2
He is more lucky, causing a bruise in the dwarf left arm.

The last two hillfolks turn their interest to Maxim after the fire of the flames disappears. But just at that moment they get packed enough for Juraan to decide to trigger his wand.
Hundreds of colors pop up from the air engulfing three of the hill folks.
Red-sickened DC 11: 1d20 + 1 - 2 ⇒ (7) + 1 - 2 = 6
Green-sickened DC 11: 1d20 + 1 - 2 ⇒ (13) + 1 - 2 = 12
Blue-sickened-shaken DC 11: 1d20 + 1 - 2 - 2 ⇒ (10) + 1 - 2 - 2 = 7
And two of them fall to the ground momentarily out of the game.
Juraan pop's up becoming visible once again.

The hillfolk woman completes her movement though.
mwk heavy mace-sickened: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21 Not sure if Maxim got mage armor in the end, but this one hits anyway
damage-sickened: 1d8 + 2 - 2 ⇒ (6) + 2 - 2 = 6
The the mace hitting on Maxim's head.

Despite JJ's menace the alcohol in the Alleybashers veins seem to fuel extra bravery on them. Because as any answer they draw their rapiers, triggering JJ's readied attack that pierces through the woman's belly.
"They *hick* told us you fight for merchants and nobles now *hick*"
She retaliates with her pointy rapier while trying to find some cover behind the counter.
mwk rapier-sickened: 1d20 + 3 - 2 ⇒ (3) + 3 - 2 = 4
P damage-sickened: 1d6 + 1 - 2 ⇒ (4) + 1 - 2 = 3

mwk rapier-sickened: 1d20 + 3 - 2 ⇒ (17) + 3 - 2 = 18
P damage-sickened: 1d6 + 1 - 2 ⇒ (6) + 1 - 2 = 5
But JJ dodges both of the rapiers with expertise.

The hillfolk woman at the stage slowly recovers consciousness "W-what's it? *hick*" and stands up from the chair, attempting to understand what is going on in the main room.

Thugs buffs: Sickened
Blue: 11 damage, quite damaged, shaken r2
Purple: 5 damage
Red: 10 damage
Orange: 12 damage, badly damaged
Cyan: frightened r2
Party buffs: Bless
Kikinnin: 42/44 hp
Marigold: fatigued
Maxim: 18/24 hp, ¿mage armor 1h?
Round 2: Hillfolks, Alleybashers, Maxim, Ryan, Juraan, Marigold, Kikinnin, JJ


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

JJ sighs.

"You had your chance. You helped me out when I was younger, but your chance is gone. Though if you flee I'll not stick my sword in your well deserving back." he sadly says.

First target is the wounded woman, if she drops the second blow will be at her companion. He steps back after the attacks.

attack, TWF,FE: 1d20 + 10 - 2 + 2 ⇒ (4) + 10 - 2 + 2 = 14
off hand attack, TWF,FE: 1d20 + 10 - 2 + 2 ⇒ (16) + 10 - 2 + 2 = 26
damage, FE: 1d6 + 5 + 2 ⇒ (3) + 5 + 2 = 10
off hand dmage,FE: 1d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6


Male Human Sorcerer (inactive)

Round 2

Juraan fires an acid ray at the bandit standing in front of him (green):

acid ray: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d6 + 2 ⇒ (2) + 2 = 4
(bless, ranged touch, point-blank shot, 6/day, 5 left)

GM Rusteg:
Juraan's wand of Color Spray should have 46 charges left.
Let me know if that's wrong.


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Marigold's Round 2

Satisfied with the effectiveness of her magic for a change, Marigold hangs back by the door and draws her crossbow. After a moment's thought she aims and fires at the man that just cracked Maxim on the head.

Attack vs. Purple (Light Crossbow; Bless, Into Melee): 1d20 + 4 + 1 - 4 ⇒ (16) + 4 + 1 - 4 = 17
Damage: 1d6 ⇒ 6


Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

Round 2

Status:

AC = 22
HP = 42/44
Weapon Equipped = MW Dwarven Greataxe
Condition(s) = Bless

Kikinnin continues his assault, fueling his strength off of various indications that none of these folk are fair-minded. He doesn't want to kill, but he'll down them first, then ask questions.

MW Dwarven Greataxe: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13 for 1d10 + 2 ⇒ (9) + 2 = 11 damage


Iron Gods: Iron maps;

The emboldened Alleybasher woman does not give any signal of understanding the situation. Instead she keeps fighting with JJ, blocking his first attack, but falling to the ground unconscious when the boy spins stabbing his second sword in her lower left ankle.

An acid ray springs from Juraan's free hand as he appears in the room. The ray washes the still standing thug burning the left side of his face. He screams in pain.

Marigold's shot is accurate but the woman has just readied a heavy steel shield and she deflects the bolt with it.

Kikinnin's axe attempts to down the remaining hillfolk, but he also raises a steel shield blocking the edge of the weapon.

"Wiza'd! Stap *hick* ya're magik!" protests the man stepping over his friend to try stop Juraan with his heavy mace.
mwk heavy mace-sickened: 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12
B damage-sickened: 1d8 + 2 - 2 ⇒ (8) + 2 - 2 = 8
But the professor dodges the drunk man with ease.

The one over Maxim, also attempts to crush his head.
mwk heavy mace-sickened: 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25
B damage-sickened: 1d8 + 2 - 2 ⇒ (5) + 2 - 2 = 5

Crit?: 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24
B damage-sickened: 1d8 + 2 - 2 ⇒ (8) + 2 - 2 = 8
The mace breaks some bones at the dwarf's skull causing a terrible pain.

"Whaaaa-t! Nathilieeee!" screams the remaining Alleybasher then turning and running because Marigold's spell.
Retreats, no AoO. Forgot to move him. Can someone move Cyan 60' far from Marigold?

The woman on the stage tumbles down the stairs "W-waht... they *hick* attack? Alarm! Alarm!" while drawing a mace and a shield too.

GM:

Perception-distance-distracted-curtain-sickened DC 0: 1d20 + 7 - 2 - 5 - 2 - 2 ⇒ (7) + 7 - 2 - 5 - 2 - 2 = 3
Perception-distance-distracted-curtain-sickened DC 0: 1d20 + 1 - 2 - 5 - 2 - 2 ⇒ (18) + 1 - 2 - 5 - 2 - 2 = 8

The curtain behind JJ shakes open, then a man and a woman emerge from within. You do observe their clothes are half-removed and the man has rests of carmine in his neck and chicks.
"W-what the?" the man draws mace and shield and the woman picks up a rapier from behind the wall.

Thugs buffs: Sickened
Blue: 11 damage, quite damaged, shaken r2, unconscious-blind-stunned
Purple: 5 damage
Red: 10 damage, unconscious-blind-stunned
Green: 4 damage
Orange: 18 damage, unconsious, dying
Cyan: frightened r2
Party buffs: Bless
Kikinnin: 42/44 hp
Marigold: fatigued
Maxim: 5/24 hp, ¿mage armor 1h?
Round 3: Hillfolks, Alleybashers, Maxim (x2), Ryan (x2), Juraan, Marigold, Kikinnin, JJ


Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

Round 3

Status:

AC = 22
HP = 42/44
Weapon Equipped = MW Dwarven Greataxe
Condition(s) = Bless

Kikinnin suddenly starts as he realizes Juraan is alongside him. He strains a little more, as he realizes that the mage has put himself in harm's way as the enemy closes on him. "Juraan, back up. You need some metal between you and pointy things."

The black-beard swings around, hoping to get Green down.

MW Dwarven Greataxe: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28 for 1d10 + 2 ⇒ (2) + 2 = 4 damage


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Ryan works the reload lever on the Xbow, looking to assist the others. Potshot on purole who's attacking Maxim.

Xbow + bless: 1d20 + 4 ⇒ (19) + 4 = 23 Crit?
damage: 1d10 ⇒ 3

Xbow + bless: 1d20 + 4 ⇒ (1) + 4 = 5
damage: 1d10 ⇒ 2 nope

still have a ways to go with this thing Ryan thinks with a frown. Dropping the Xbow Ryan pulls mace And shrugs shield down as he moves towards black coming out of the room behind JJ.

+1 Hvy mace + Bless: 1d20 + 6 ⇒ (7) + 6 = 13
Dmg: 1d8 + 2 ⇒ (6) + 2 = 8


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

JJ shakes his head and then steps up to the halfdressed man.

His silver shortsword shines in the firelight as it flies towards the cruel man. The cold iron in his off hand gleams red with the allybashers blood licking out towards the man as if it wants more...

attack, TWF, FE,bless: 1d20 + 10 - 2 + 2 + 1 ⇒ (10) + 10 - 2 + 2 + 1 = 21
off hand attack, TWF, FE,bless: 1d20 + 10 - 2 + 2 + 1 ⇒ (8) + 10 - 2 + 2 + 1 = 19
damage,FE: 1d6 + 5 + 2 ⇒ (4) + 5 + 2 = 11
offhand damage, FE: 1d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7

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